“Reduced player group size limitations from a global maximum of 24 to 12 in all activities, rather than only in Cyrodiil and Trials.”
This will negatively effect our guilds wb runs and my housing guilds house tours.
Awful change.
🙁
trackdemon5512 wrote: »Aren’t drops capped at 12 ppl for the purposes of everything but Dolmens, Harrowstorms, Geysers, etc? And for that matter aren’t public dungeons also capped at 12?
This change really only affects a small segment of the population and is easily worked around. 95% to 98% of the time players aren’t in groups larger than 12 (outside of pre Cyro changes) and this is probably just cementing the fact that sets are now designed to cap at 12 max and groups larger than such have no purpose for said size outside of communication.
Knockmaker wrote: »When we were strongly arguing against the group size reduction from 24 to 12 in PvP, most people didn't even bother raising their voice, thinking it wasn't affecting them as PvE players. Here you go, so much for let sleeping dogs lie. Another good lesson why this community should stand together pvpers and pvers.
DreadDaedroth wrote: »Knockmaker wrote: »When we were strongly arguing against the group size reduction from 24 to 12 in PvP, most people didn't even bother raising their voice, thinking it wasn't affecting them as PvE players. Here you go, so much for let sleeping dogs lie. Another good lesson why this community should stand together pvpers and pvers.
Well kinda different as some pvp players enjoy 12 players groups opposed to 24 ones. Even if it's no sense.
trackdemon5512 wrote: »... groups larger than such have no purpose for said size outside of communication.
DreadDaedroth wrote: »Knockmaker wrote: »When we were strongly arguing against the group size reduction from 24 to 12 in PvP, most people didn't even bother raising their voice, thinking it wasn't affecting them as PvE players. Here you go, so much for let sleeping dogs lie. Another good lesson why this community should stand together pvpers and pvers.
Well kinda different as some pvp players enjoy 12 players groups opposed to 24 ones. Even if it's no sense.
Unless the game is so big that the servers can no longer handle 24-person groups, this really makes no sense to me at all.
No explanation in the notes either. And yes, the impact of this in PvP on pick-up groups for new players has been generally very detrimental. Sometimes it would be really nice to get an explanation of the thinking behind some of these changes.
trackdemon5512 wrote: »Aren’t drops capped at 12 ppl for the purposes of everything but Dolmens, Harrowstorms, Geysers, etc? And for that matter aren’t public dungeons also capped at 12?
This change really only affects a small segment of the population and is easily worked around. 95% to 98% of the time players aren’t in groups larger than 12 (outside of pre Cyro changes) and this is probably just cementing the fact that sets are now designed to cap at 12 max and groups larger than such have no purpose for said size outside of communication.
Has no affect on PvE. If you can't defeat a WB with 12, or even multiple groups of 12, you are doing it wrong. For RP, housing tours or any other non-combat group activity you can use multiple groups.
Has no affect on PvE. If you can't defeat a WB with 12, or even multiple groups of 12, you are doing it wrong. For RP, housing tours or any other non-combat group activity you can use multiple groups.
Drops has been limited to 12 for an long time this is independent on group size just number of players on boss.trackdemon5512 wrote: »Aren’t drops capped at 12 ppl for the purposes of everything but Dolmens, Harrowstorms, Geysers, etc? And for that matter aren’t public dungeons also capped at 12?
This change really only affects a small segment of the population and is easily worked around. 95% to 98% of the time players aren’t in groups larger than 12 (outside of pre Cyro changes) and this is probably just cementing the fact that sets are now designed to cap at 12 max and groups larger than such have no purpose for said size outside of communication.
Has no affect on PvE. If you can't defeat a WB with 12, or even multiple groups of 12, you are doing it wrong. For RP, housing tours or any other non-combat group activity you can use multiple groups.
Glad for this change personally, same as I was to see it in pvp. And any pve complaints ive seen so far can be easily worked around.
Glad for this change personally, same as I was to see it in pvp. And any pve complaints ive seen so far can be easily worked around.
Just curious, how exactly have 24 person groups negatively affected you for you to be so happy about the change? What problem have you experienced that this change will solve and suddenly bring joy to your gameplay?
Glad for this change personally, same as I was to see it in pvp. And any pve complaints ive seen so far can be easily worked around.
Just curious, how exactly have 24 person groups negatively affected you for you to be so happy about the change? What problem have you experienced that this change will solve and suddenly bring joy to your gameplay?
Mainly don't care for the zergs farming stuff in pve like dolmens, if this cuts it down even a little or splits it up then it's a positive change.
But more than anything, I think 12 was the way it should have been from the start, glad they capped it at that for pvp a while back and trials stops there. Which leaves us with no official content that has larger than 12 man groups. So changing it elsewhere just seems more uniform and will let players understand that 12 is the defacto max group size.
If you want to do other things with more than 12 in pve, it's very very VERY easy to coordinate two or more 12 man groups in comms for things like housing tours, world boss farming, etc.
Glad for this change personally, same as I was to see it in pvp. And any pve complaints ive seen so far can be easily worked around.
Just curious, how exactly have 24 person groups negatively affected you for you to be so happy about the change? What problem have you experienced that this change will solve and suddenly bring joy to your gameplay?
Mainly don't care for the zergs farming stuff in pve like dolmens, if this cuts it down even a little or splits it up then it's a positive change.
But more than anything, I think 12 was the way it should have been from the start, glad they capped it at that for pvp a while back and trials stops there. Which leaves us with no official content that has larger than 12 man groups. So changing it elsewhere just seems more uniform and will let players understand that 12 is the defacto max group size.
If you want to do other things with more than 12 in pve, it's very very VERY easy to coordinate two or more 12 man groups in comms for things like housing tours, world boss farming, etc.
So it doesn't affect your gameplay then? You simply don't feel that players should have a choice about how many friends they adventure with? Personally I don't like/enjoy 4 man content, maybe that should go away as well... because well, I just don't like it.